Creaphis
I will deliberately take a contrary position just for the sake of writing incredibly long arguments

Posts: 3991
Registered: 10-05 |
You can take any piece of art or craft and break it down into its cliches and make it look lame and ridiculous. For example, Doom is a video game where you're a space marine and you shoot demons, with guns, in space. Cliches are not bad in and of themselves, though, and works that we label as "cliche" are simply the ones that don't do a good job of blending their cliches and tropes into a satisfying whole. Every type of secret here, even the annoying ones listed by Gez, could work well in the right level.
That said, if you really do want to come up with a brand-new idea for a secret, I can't help you. There are secret types that haven't been mentioned in this thread yet but I only know about them because they've already been used elsewhere.
1. Secrets where ambient sound is the cue, rather than sound caused by the player activating triggers. There's a level in Phobos, or maybe its sequel, where as you travel down a long, featureless hallway you hear the brummtopp* of a moving floor. Hump the wall where the sound is loudest and you find a secret door.
2. Resprite the Keen. Killing this creature opens a secret.
3. Secrets where the player has to press multiple switches in sequence, but which engage the player with the notion that he's doing something other than pressing switches. In this musty old thing the player has to first "grab a pickaxe," then "break down a wall" to enter one of the secrets.
*This is probably the most obscure word I've ever used in any post.
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